Part III: Finishing It Off On the Ground
Hello everyone, Here's the third installment of my beginner's guide to Total Annihilation. It will contain two parts, Dominating the Battle, and The Final Assault. Enjoy. Dominating the Battle So, you've gained control of all the land around your base as suggested in the last article. Now what? Easy. It's time to put yourself in the position of attacking the enemy with base-busting units while limiting his ability to attack your own base in return. So, how is this accomplished? There's a couple of things you'll need to do. Burn all his outlying Metal Extrators to the ground The more your enemy gets behind in resources, the faster you'll have more units and your big toys completed. This also forces the enemy to rely on Metal Makers to sustain his economy. But those big Fusion Plants, the ones that run the Metal Makers, sure are easy bomber targets.Killing the outlying mexxes can be accomplished in a number of ways. The faster the better.
Although the Zipper and Freaker are fast, their costs do not justify their performance. It doesn't take long to remove enemy metal expansion once you can see the radar signatures. It's more practical to use cheap Level 1 Raiders or quick gunships, which have a later use other than as expensive fodder. Kill as much of his radar in your territory as possible If he can't see where your units are going to come from, he won't be able to properly coordinate a skirmish in your territory. With his radar destroyed, he also won't be effectively attacking your base, as you will be able to intercept him well in advance with the right units. I recommend regular air patrols covering as much of your territory as possible. Build firebases outside of his base A few medium plasma artilleries and some AA in the right place can force your opponent to choose alternate routes to get into your territory, which gives you more reaction time. As well, adding factories to these fire bases allows you to keep up much more pressure. The faster and more often your units attack his perimeter, the more he has to spend on defense, both in the time spent in micromanagment and in resources. This is a significant advantage in the case of slower-moving Level 2 units. From this point, upgrading your fire base to include an Intimidator or Bertha isn't such a bad idea. You have the units to defend it and you also know exactly where the enemy is, so scouting for the juicy targets is easy. The Final Assault OK, now you've hammered the enemy back into his base, cut off half his economy and are knocking on his front door with your skirmishers. But ya' just can't seem to get past those medium plasma cannons, missile turret forrests and fortified lasers. As Core, you have it easier for this part (and considering that you had it hard to get to this point, it's your reward). Core's Best Base-Busting Choices on the Ground
Morty: Good range, excellent accuracy, medium damage and high rate of ballistic fire makes the Morty a nightmare to deal with when protected by Slashers. Not only is forticification ineffective, but attacking such a Slasher-backed group is hard to do. You can't get close because the Slashers chew you up, and you can't fight from afar because the Morty out-ranges almost all your units and can fire over wreckage.
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Arm's Best Base Busting Choices on the Ground
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Well, that's it for this week. I had hoped to add in the Level 2 air war, but that is a huge topic. Expect to see the next article entirely devoted to it. Until next time, -- Orion
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